90 GLsizei setMultisampling(GLsizei _samples, GLboolean _fixedsamplelocations = GL_TRUE);
96 void attachTexture( GLenum _attachment,
101 void attachTexture2D( GLenum _attachment,
102 GLsizei _width, GLsizei _height,
103 GLuint _internalFmt, GLenum _format,
104 GLint _wrapMode = GL_CLAMP_TO_EDGE,
105 GLint _minFilter = GL_NEAREST,
106 GLint _magFilter = GL_NEAREST);
110 void attachTexture2D( GLenum _attachment, GLuint _texture, GLenum _target = GL_TEXTURE_2D );
113 void attachTexture2DDepth( GLsizei _width, GLsizei _height, GLuint _internalFmt = GL_DEPTH_COMPONENT32, GLenum _format = GL_DEPTH_COMPONENT );
116 void attachTexture2DStencil(GLsizei _width, GLsizei _height);
120 void attachTexture3D( GLenum _attachment,
121 GLsizei _width, GLsizei _height, GLsizei _depth,
122 GLuint _internalFmt, GLenum _format,
123 GLint _wrapMode = GL_CLAMP,
124 GLint _minFilter = GL_NEAREST,
125 GLint _magFilter = GL_NEAREST);
128 void addDepthBuffer( GLuint _width, GLuint _height );
131 void addStencilBuffer( GLuint _width, GLuint _height );
134 void addDepthStencilBuffer( GLuint _width, GLuint _height );
137 GLuint getAttachment( GLenum _attachment );
140 GLuint getInternalFormat( GLenum _attachment );
146 void resize(GLsizei _width, GLsizei _height,
bool _forceResize =
false);
149 GLsizei
width()
const {
return width_;}
164 bool checkFramebufferStatus();
188 GLenum internalFormat, format, gltype;
202 typedef std::map<GLenum, RenderTexture> AttachmentList;
203 AttachmentList attachments_;
218 GLuint prevDrawBuffer_;